"ZeXLR8er!!" said:
"UberWaffe" said: This is coming gearing up to be one the best mods yet. IDEA I noticed the tempreture bar isn't in use much. Why not rename it to something like Electronic instability? That way you can have tempreture from stars effect it but also use it for the emp weapons. Each time an EMP or similar weapon hits you it raises the bar. If the bar goes beyond, say 75, you are disabled. Your ship would be 'dead in the water' (so to speak) until the bar drops again. Say 1 second for every 1 over 75. (85 would mean 10 seconds downtime.) If opponents keep hammering you with EMP you stay offline. Perhaps some item or upgrade could speed your recovery? Like a weapon that drains energy but lowers the bar. You can also have regions (ion storms or high radiation areas) that constantly raise your Electrionic instability bar. You could even add the bar to enemy ships and make it so that you have to disable them before being able to use your tractor-beam to board them. No ship, even if caught by a tractor beam, is suddenly going to forget it has weapons and quitely allow you to dock with it. Perhaps you could also add weapons that uses this bar as ammo? 1 - Electronic discharge. Emp but raises your own bar in order to fire. 2 - Emergency laser. Drains energy from electronics to fire a weak laser, if all other options are dead. OR 3 - A.I. hack. (My favorite, should be only obtainable if your a high rank). Your onboard A.I. attempts to hack into an enemy ship, redering it under your control. The other ships A.I fights back so your electronic instability raises as long as you maintain control. [Perhaps bigger ships puts more strain on your ship?] (This may be difficult to code though.)
I vote for massive capital ships. But I would like to think that they are vulnerable to fighter attacks. Face it, in World War 2 the largest battleship with the most Anti Air guns was still sunk by fighter planes with torpedeos. Why would the future be any different? Physics state F=m*a. So a massive capital class ship is a slow lumbering nearly immobile target for a fast agile fighter. True it carriers a score of turrets but six fighters carrying fusion torpedeos should ensure at least four torpedeos hit the beast to bring it down, right?
The Wolf V should be geared with experimental technology, derived from alien tech that you perhaps steal during the game, that allows it to be expanded (Changing the creature is easy enough) at certain stages and when certain items have been obtained. The Wolf V should become the only capital ship in the game to be somewhat agile but still as powerful.
Face it, you are a lone fighter with only so big a force that has to fight of a alien invasion of a race that spans dozens of planets. Their production power is immense and they are going to come for you with multiple capital ships. Yours should have some edge. (But not all your ships should be this good.) I still say the Wolf V, once obtained, should be a smallish (compared to Capital ships) spaceship. It should, however end up to become the greatest fighting craft known to man. I like your ideas I was thinking the same thing. You know, I really like that a lot. I wonder why I didn't think of it, considering all the games I play that have Ion cannons...
[edit] ZeX, I completely forgot that you must also add the following to Player_Races.dat:
drain energy if reactor empty;//description 6;//specialty 0;//difficulty level Reactor fuel depleted! Energy dropping!;//message 5;//parameter0 0;//parameter1 1;//parameter2 -5;//parameter3 drain health if energy empty;//description 6;//specialty 0;//difficulty level Energy depleted! Shields failing!;//message 1;//parameter0 0;//parameter1 0;//parameter2 -10;//parameter3
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